Serpentfolk Wizard

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THE SLAVE TRENCHES OF HAKOTEP page 10 wrote:


...
The shadow cast by the Five-Pointed Sun on the city
below is unusually dark and cold. Within this area of
darkness, the shadow creates a region of desecration, as
the desecrate spell. This effect extends into the pyramid’s
interior as well, though inside the Five-Pointed Sun the
effect functions as if in the presence of an evil altar. (Hit
points and other adjustments to attacks, damage, and saving
throws for undead creatures are included as appropriate in
their statistics.) This desecrate effect functions at CL 15th,
and if targeted via dispel magic, it automatically reactivates
after 1d4 rounds as long as Isatemkhebet exists.
...

With the desecrate in mind, te damage shown in the book is correct.

Anyway in this post I found some erratas in Isatemkhebet stat block. You can check it if you want.


More possible erratas, this time on Isatemkhebet

Isatemkhebet (p. 58) possible erratas:

Aura of command DC

  • As writen: CD 23
  • Should be: CD 25 (10, +7 1/2 level, +6 Cha, +2 Five-Pointed Sun pyramid)

Khopesh attack


  • As writen: +23/+18/+13
  • Should be: +25/+20/+15 (+14 BAB, +4 Str, +1 Weapon Focus, +1 Greater Weapon Focus, +3 Weapon Training, +2 Desecrate effect, +2 Enhancement, -2 Two-Weapon Fighting)

Shield


  • As writen: +2 heavy shield +24 (1d8+10 plus bull rush)
  • Should be: +1 heavy shield +23 (1d8+9 plus bull rush) (as writen on Gear)

Skills


  • As writen:
    TOTAL RANKS: 27
    Intimidate +17 (8 Ranks, +6 Cha, +3 Class skill)
    Knowledge(history) +4 (5 Ranks, -1 Int)
    Linguistics +1 (2 Ranks, -1 Int)
    Perception +7 (8 Ranks, -1 Wis)
    Ride +8 (4 Ranks, +2 Dex, +3 Class skill, -1 Armor check penalty)
  • Should be:
    TOTAL RANKS: 28 (Fighter: 2+Int per level; Human: 1 per level) --> (2 per level = 2*14 = 28)

    I'll going to put the missing rank on Perception (by personal choice), so:
    Perception +8 (9 Ranks, -1 Wis)



Some more erratas:

Advanced Black Pudding (p. 14) possible erratas:

Hp
As writen: 135
Should be: 125 (10d8+60 Black Pudding, +2/HD Advanced template; 10d8+60+20=45+60+20 = 125)

Kor-Ahn-Tuk (p. 17) possible erratas:

Breath weapon DC
As writen: DC 23
Should be: DC 25 (10, +3 Cha, +10 1/2 monster HD, +2 Abilily focus)

Trample damage
As writen: 2d8+18
Should be: 3d8+18 (Damage base is same as gore)


I found another possible errata on the Voice of the Sun (p. 11). Again, correct me if I'm wrong.

CR
As writen:
VOICES OF THE SUN [CR 9]
XP 6,400 each
Should be:
VOICES OF THE SUN [CR 8] (4 Harpy, +3 By non-key class levels, +1 mummified creature)
XP 4,800 each


I'm running The Slave Trenches of Hakotep module, but i want to convert all the monsters with classes to the unchained ones. Among my players there are a UMonk and a URogue, so I want to balance a little the monsters (actually I like to dig on monster stats blocks :D).

I will put in this post the changes I make to those monsters, just in case some other GM want to apply the changes too.

While converting the first monster of the book (The Voice of the Sun: mummified harpy rogue 6) I notice some possible errata, so I'll put in this post too. Maybe I'm wrong and I'm ingnoring something, if that's the case, please correct me.

Thera are the first monster:

Original voices of the sun:

VOICES OF THE SUN [CR 9]
XP 6,400 each

Female mummified harpy rogue 6
NE Medium undead
Init: +9; Senses: darkvision 60 ft.; Perception: +15
Aura: frightful presence (30 ft., DC 16, 1d6 rounds)

DEFENSE
AC: 29, touch: 14, flat-footed: 25 (+5 armor, +3 Dex, +1 dodge, +5 natural, +5 shield)
hp: 142 (13d8+84)
Fort: +9, Ref: +17, Will: +11
Defensive Abilities: evasion, trap sense +2, uncanny dodge;
DR: 5/-; Immune: undead traits
Weaknesses: vulnerable to acid

OFFENSE
Speed: 10 ft., fly 70 ft. (clumsy)
Melee: +1 khopesh +20/+15/+10 (1d8+8/17-20), 2 talons +18 (1d8+4)
Ranged: +1 composite longbow +19/+14/+9 (1d8+8/x3)
Special Attacks: burst of vengeance, captivating song (DC 16), dust stroke, sneak attack +3d6

STATISTICS
Str: 20, Dex: 20, Con: -, Int: 7, Wis: 14, Cha: 17
Base Atk: +11; CMB: +18; CMD: 34
Feats: Combat Reflexes, Dodge, Exotic Weapon Proficiency (khopesh), Flyby Attack, Improved Critical (khopesh), Improved Initiative, Improved Natural Attack (talons), Mobility, Shield Focus, Toughness, Weapon Focus (khopesh)
Skills: Bluff +16, Disable Device +6, Fly +8, Intimidate +16, Perception +15, Perform (sing) +16, Stealth +7
Languages: Ancient Osiriani
SQ: rogue talents (bleeding attack +3, combat trick, weapon training), trapfinding +3
Gear: +1 leather lamellar, +2 heavy wooden shield, +1 composite longbow (+5 Str) with 20 arrows, +1 khopesh, fang key

Original voices of the sun possible erratas:

Talon attacks
As writen: 2 talons +18
Should be: 2 talons +13 (+11 BAB, +5 Str, +2 Desecrate effect, -5 Secundary natural attack)

Captivating song
As writen: captivating song (DC 16)
Should be: captivating song (DC 18) (10, +3 Cha, +3 1/2 monster HD, +2 Five-Pointed Sun pyramid*)

* The Slave Trenches of Hakotep p. 10 wrote:

Creatures gain a +4 bonus on Perception checks to hear noises while in the Five-Pointed Sun, and the save DCs of sonic or language-dependent effects increase by +2. These bonuses to sonic and language-dependent effects have been included in the full stat blocks for creatures encountered within the tomb as appropriate.

New voices of the sun:

VOICES OF THE SUN [CR 9]
XP 6,400 each

Female mummified harpy unchained rogue 6
NE Medium undead
Init: +9; Senses: darkvision 60 ft.; Perception: +15
Aura: frightful presence (30 ft., DC 16, 1d6 rounds)

DEFENSE
AC: 29, touch: 14, flat-footed: 25 (+5 armor, +3 Dex, +1 dodge, +5 natural, +5 shield)
hp: 142 (13d8+84)
Fort: +9, Ref: +17, Will: +11
Defensive Abilities: evasion, danger sense +2, uncanny dodge;
DR: 5/-; Immune: undead traits
Weaknesses: vulnerable to acid

OFFENSE
Speed: 10 ft., fly 70 ft. (clumsy)
Melee: +1 khopesh +20/+15/+10 (1d8+8/17-20), 2 talons +13 (1d8+4)
Ranged: +1 composite longbow +19/+14/+9 (1d8+8/x3)
Special Attacks: burst of vengeance, captivating song (DC 18), dust stroke, sneak attack +3d6, finesse training (talons), debilitating injury

STATISTICS
Str: 20, Dex: 20, Con: -, Int: 7, Wis: 14, Cha: 17
Base Atk: +11; CMB: +18; CMD: 34
Feats: Combat Reflexes, Dodge, Exotic Weapon Proficiency (khopesh), Flyby Attack, Improved Critical (khopesh), Improved Initiative, Improved Natural Attack (talons), Mobility, Shield Focus, Toughness, Weapon Focus (khopesh), Weapon Finesse
Skills: Bluff +16, Disable Device +6, Fly +8, Intimidate +16, Perception +15, Perform (sing) +16, Stealth +7
Languages: Ancient Osiriani
SQ: rogue talents (bleeding attack +3, combat trick, weapon training), trapfinding +3, rogue's edge (perception)
Gear: +1 leather lamellar, +2 heavy wooden shield, +1 composite longbow (+5 Str) with 20 arrows, +1 khopesh, fang key

Soon I'll post other unchained monsters (if there are more in the module); or other erratas I might found.


The trenches are called with another name on The Slave Trenches of Hakotep book, The Khepsutanem. That's the name given in Ancient Osirion.

In my game, that name endure until the present, so the scholars can't relate the site with Hakotep. They only think there is another unexplored and very dangerous ruin in the vast deserts of Osirion. But I don't dislike the idea of relate them to one Hakotep closer in time.


wow... I never realize there was a greater version of the Monkey Belt. I should read the magic items until the end ^^'

The Greater Monkey Belt fits at perfection on my character. It grant the required Streght plus a +5 bonus to climb checks. I hope my GM allow me save the feat slot until the next city stop.

Thanks again! :D


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Claxon said wrote:
You're asking for all the benefits of power attack without any of the drawbacks (strength requirements)

I thought there as a feat as power attack/pirannha strike but choosing a single weapon type. Seems I'm wrong.

JoeElf said wrote:
...get yourself a Belt of Giant Strength +2 before you get your next feat...

My belt slot is occupied by a Monkey Belt and i don't want to replace it (I love my fluffy tail :D).

Claxon said wrote:
You can grab an pale blue rhomboid ioun stone to raise your strength by 2 if you don't want to stack it on a belt with dex.

Maybe the ioun stone is the answer, but I hate the around-head movement they have, so I maybe put it in a Wayfinder.

Thanks for the advice :D


Pirannha Strike:
Prerequisites: Weapon Finesse, base attack bonus +1.

Benefit: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.

There are a similar feat to Pirannha Strike usable with non-light weapons?

I'm can't take power attack due to my 11 on strenght and i'm using an elven curven blade as a weapon


Cavall said wrote:
It's to hit so for criticals it won't matter. Damage and to hit are not the same thing.

With the Inspired weapon property you can add twice the result of the inspiration roll to damage. That is the damage that i want to know how is treated


Inspiration:
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Combat Inspiration:
When an investigator uses inspiration on an attack roll or saving throw, he expends one use of inspiration instead of two.

Inspired:
This special ability can be placed only on simple weapons, hand crossbows, rapiers, shortbows, short swords, and sword canes. In the hands of an investigator, an inspired weapon reduces the cost of using inspiration on attack rolls made with the weapon. The weapon’s wielder needs to expend only one use of inspiration to augment his attack rolls with this weapon, as with the combat inspiration investigator talent. If the wielder already has the combat inspiration talent, the wielder must still expend one use of inspiration, but in addition to adding the result of the inspiration roll to the attack roll, the investigator adds twice the result of the inspiration roll to the weapon’s damage roll.

On Critical Hits:
...
Precision damage (such as from a rogue’s sneak attack class feature) and additional damage dice from special weapon qualities (such as flaming) are not multiplied when you score a critical hit.
...

My questions are: the damage provided from the Inspired weapon property is considered an additional damage dice? Although that die is rolled in the attack roll instead of damage roll? if it isn't an additional damage roll, is it an additional flat damage? if it is an additional flat damage, is it multiplied on a critical hit like all the other flat values to damage (precision damage as exception)?


Diego Rossi wrote:
Only the first round.

I suposse that in similar spells, like acid arrow, is made in the same way, only first damage is doubled, right?

That brings me another question, When you maximizes an spell that deal damage over time (Excruciating Deformation, Acid Arrow, Fire Storm...) only is maximized the initial damage? or are maximized the entire spell?


It should be like that:

Attack Routine (with Power Attack): Bite +4 (1d6+6) and 2 claws +4 (1d4+6)

attack +4 comes from: bab +1, str +4, power attack -1
damage +6 comes from: str +4, power attack +2


VRMH wrote:
It has 10 hitpoints, and no way to regenerate those. So... once it takes those ten points of damage in your stead, it's gone. Over. Kaputt. Finito.

So, is like the stone give to you 10 temporary hit points than only be taken by critical hits. Sounds doesn't worth 800gp. A false life potion CL 10 give you 1d10+10 real temporary hit points for 200gp. The only difference is the possibility to break a weapon.

Another question: if a critical hit breaks the Steadfast Gut-Stone (with more than 10 damage), can you still sacrifice the stone (already broken by the critical hit) to try damage the attacking weapon?


Quote:

Steadfast Gut-Stone

This fist sized chunk of off-white stone seems too large to fit inside a human's mouth, but may be swallowed with ease as a standard action. Once ingested, the gut-stone remains active for up to a week, maneuvering itself within the body to protect its bearer's vital organs. Any time an attack would subject the bearer to precision-based damage (such as a critical hit or sneak attack), that damage is instead directed to the gut-stone. All other damage from the triggering attack, as well as damage that surpasses the gut-stone's hit points, is applied to the character normally. A gut-stone has 10 hit points and hardness 0.

When a gut-stone is damaged by a melee weapon attack, as a free action its owner may sacrifice the stone to damage the attacker's weapon. Treat this as the bearer making a free sunder combat maneuver against the weapon, except that it does not provoke an attack of opportunity, bypasses the weapon's hardness, and deals 1d4 points of damage.

Only one gut-stone may be in a creature's body at a time.

Any attempt to swallow a second destroys both stones and forces the creature to make a DC 15 Fortitude save or be sickened for 1 round. If a gut-stone is not used within a week of being swallowed or is destroyed it crumbles apart and is passed harmlessly out of the body.

My question is, A Steadfast Gut-Stone effectively only protects 10 damage made with a single critical hit and then, the stone is destroyed inside your body? or, protects up to 10 damage on every critical hit for a week?


As said, you can use wildshape supernatural ability on a grapple.
But that bring me a question, If a druid wildshapes on a large creature when a medium monster are grappling you with the grab ability, the monster must release her?

Grab:
If a Creature with this special attack hits with the indicated attack (usually a claw or bite attack), it deals normal Damage and attempts to start a grapple as a Free Action without provoking an attack of opportunity. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the Creature with this ability. If the Creature can use grab on creatures of other sizes, it is noted in the creature's Special Attacks line. The Creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 Penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra Damage unless the Creature also has the Constrict special attack. If the Creature does not Constrict, each successful grapple check it makes during successive rounds automatically deals the Damage indicated for the attack that established the hold. Otherwise, it deals constriction Damage as well (the amount is given in the creature's descriptive text).

Creatures with the grab special attack receive a +4 bonus on Combat Maneuver checks made to start and maintain a grapple.

Format: grab; Location: individual attacks.


Fourshadow wrote:
Can you get Dex to Damage with it?

As I know, the Dervish Dance class feature from the Whirling Dervish (Swashbuckler archetype) should add Dex to damage with the estoc.

Dervish Dance:
At 4th level, a whirling dervish can use her Dexterity modifier instead of her Strength modifier on melee damage rolls when using her swashbuckler finesse. She counts as having the Dervish Dance feat for purposes of meeting feat prerequisites.

Swashbuckler Finesse:
At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.


Rake:
A creature with this special attack gains extra natural attacks under certain conditions, typically when it grapples its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The bonus and damage caused by these attacks is included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn.

As text says, you can make two free attacks "In addition to the options available to all grapplers". Release a grapple is an option available to all grapplers, so by the rules, you can do rake-release-full attack.
I think that should be revised. In my games, the rake ability is triggered when you succeed on the check to maintain the grab.


Thanks for clarifying the rules :D


Ok, maybe I misunderstood the rules. Then, there's no need to specify which quarter is occupying a tiny creature in a square? They are simply in "that" square (up to maximum four, according to the rules)?


Anguish wrote:
I'm pretty sure there's something somewhere about Tiny and smaller creature being able to end their turns in a larger creature's space (else familiars could never perch on your shoulder), so subsequent rounds the two creatures just duke it out in the same square.

Yes, tiny and smaller creature can end their turns in a larger creature's space, but not in a creature's space of the same size. So the tiny attacking creature can't enter in the tiny defending creature's space.

Ectar wrote:
If it's only tiny creatures fighting with nothing bigger or smaller involved, I'd probably cheat. I'd run out EXACTLY the same as regular combat and change the size of squares on my battle mat.

If there's only tiny creatures involved in a fight, I'll houseruled that a tiny creature has an effective reach of 2.5ft. But, what if there are involved in the fight small or medium (or larger) creatures?


A tiny creature has a natural reach of 0, that has no problem for attacking medium creatures as rules says that can enter in their space provoking an AoO. But what happen when a tiny creature want to attack another tiny creature?